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Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
11-19-2024, 10:19 PM
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How to load an old save ?
Forum: Cantina
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11-12-2024, 09:25 AM
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Drop menus in design stud...
Forum: Bug Reports
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How to smelt ore manually...
Forum: Cantina
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add an " add item" button...
Forum: Arena of Ideas
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11-11-2024, 01:39 AM
» Replies: 1
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Old assets please ! Brin...
Forum: Cantina
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11-07-2024, 02:46 AM
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Spacecraft: No parking sp...
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Aircraft Factory No Parki...
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favorite or funniest mome...
Forum: Cantina
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10-01-2024, 11:08 AM
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Multiple vehicles on 1 pa...
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09-23-2024, 01:33 AM
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  Reboot needed
Posted by: Antares - 10-27-2020, 01:08 PM - Forum: Cantina - Replies (1)

Hey all,

Since two days I have massive problems with the space crew. Yesterday I lost my spacecraft because the crew thought that it was fun to go up and down with orbiting a planet and suddenly smashing right into it. The spacecraft was recovered afterwards and the new boarded crew was from a different empire (??!), they also couldn't find their way to the bridge. Nothing worked.

On my other alt account I tried to fly my second spacecraft to an airport but it was glitched as hell. Maybe it's time to reboot the server?

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  Shipments Confusing New Players
Posted by: Deantwo - 10-25-2020, 07:16 AM - Forum: Prerelease Bug Reports - No Replies

It is way too often that new players think that broker shipments cost money to send. If we had a government account like in the old days I guess it could, but as it is right now it is just confusing.
As long as the broker shipment price is only for manual shipping, hide the cost from the shipment creation dialog, it simply isn't necessary information and causes confusion.

Same can be said for the TEU count. It makes no difference and doesn't matter at all for automatic shipping. It is a cute little counter though, but while it has no use outside of manual shipping it just adds to the confusion.
I guess you could add something like a TEU per hour limit per office or something, but I doubt it is really needed as it would just mean more buildings and more separate shipments.

See also: (Bug report) Broker doesn't show Shipment limit

Somewhat related: (Bug report) Selling at broker glitch

PS: Can we also get a confirmation on shipment travel speed? It is unclear if it uses empire's best warp drive technology or if it is always warp 1 or 2c.

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  planet jumping
Posted by: nightslaysanta - 10-25-2020, 06:32 AM - Forum: Arena of Ideas - No Replies

being able to jump a planet into another solar system

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  Station and ship destroyed in warp
Posted by: Alpha Nerd - 10-24-2020, 05:53 AM - Forum: Prerelease Bug Reports - No Replies

I was talking in galactic and Doppler effect had said that you should be able to tow a station into warp without a problem.

I have tried 3 times now and lost 3 stations that take a week each to make, all with reports of collision damage anywhere from 600m-1b damage from the station (and vice versa from the station point of view).

Doppler effect suggested I write in the bug reports forum but before I did I tried one more time to tow a station into warp. The last time I had one account caption of the ship so I could respawn it and one caption of the station for the same reason. This attempt resulted in the same collision at warp but when I try to respawn either the station or the ship it says "Sir, this ship is ready to be recovered from stasis in the Void Dimension. You must go to a repair shop in the Void Dimension to recover this ship"

This is getting really annoying waiting a week at a time for both new ship and stations and any help would be great.

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Photo [Designer] Idle Animations
Posted by: Vhwatgoes - 10-20-2020, 11:41 AM - Forum: Arena of Ideas - Replies (1)

It would be cool to have idle animations on ships. Since it still needs to fit into the data budget, I think complexity will be reasonable.

[Image: Q9MMu4n.png]

Potential applications:

  • Functional Observatories/Orreries
  • Moving engine parts
  • Coffee replicator [beam in coffee (startup) -> spinning coffee bubbles (active) -> coffee goes into garbage (deactivating)]
  • Breathing/beating organs
  • Deploying animated bridge (eg. Gipsy Danger)
  • Milling Wind Mill
Rules:
  1. Add State gives 4 options
           a. Inactive. A starting, resting, "off" state. If there is no inactive state, the loop will stop on whatever "Active" state is active at the time, and start on "Active 1" when the design spawns. All animations have and start with an "Active 1" state.       b. Startup. Starting the animation will run through these states before entering the loop.       c. Active. The active cycle of states. They show at their "time". "Delays" would add time to the cycle, effectively pausing the timer if they are present. They mean there is a delay before that part shows. All animations start with an "Active 1" state, and it cannot be removed.       d. Deactivating. Turning off the animation will run through these states before resting on "Inactive" once again. Using a time from the loop will be when the loop breaks, and states will be spaced using "delays". Breaking the loop means that, when the trigger to turn off is made, the last loop will run all its states from time 0 to the deactivation time.                i. Deactivating states with different times or 0 delay will cause errors, and shouldn't let you leave this window without sorting them.
  2. Powered means that the reactor must be on for the animation to start. Pressing switches or sitting down or otherwise, nothing will happen. If there is no "Powered" or "Event", the animation will always loop from the moment the design spawns.
  3. Events are triggers that activate the animation. "Switches" and "Proximity" use the same placement function as door switches. Occupied Seats are "Associated" with the animation part.
  4. Animations are made using a Part -> Make -> Animation function. 
  5. For the sake of preventing too much abuse, voids, barriers and paths cannot be associated with these states. They are treated like landing gear for collision and volume.

Transform was another idea. Instead of states, they would just move like turrets using rotations and degrees per second. Spinning things would cover most animation needs, and be more fluid at the same time. Maybe make a hard vertex budget for transformations, as they'll probably be heavier at runtime and they're harder to include into the data budget.
aX    aY    aZ    T    PlaceAxis
  • Absolute X degrees
  • Absolute Y degrees
  • Absolute Z degrees
  • Time Interval (frames, or 1/60 seconds), the how frames between updating the angle.
  • PlaceAxis, select the spot the thing spins around.


Everyone else, would you use this feature? What would you do with it?

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  Underwater Biodome Residents Don't Work
Posted by: Deantwo - 10-19-2020, 07:16 PM - Forum: Prerelease Bug Reports - No Replies

A player had built a biodome underwater on a semi-habitable world. The world was in the outer orbit zone, so it is almost always mostly dark and especially underwater it is dark.

Since citizens don't work at night, and it is almost always dark underwater it seems that they wont' work because underwater isn't actually a harsh environment while in a biodome.

This is a minor issue coming from the biodome making citizens inside think it isn't a harsh environment and it being technically night all the time for them, which then means they require electricity in order to work.

Need to test if this also happens on harsh environment worlds.

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  Ordinance selection is broken
Posted by: jakbruce2012 - 10-15-2020, 10:11 PM - Forum: Prerelease Bug Reports - Replies (4)

Ordinance cannot be loaded into weapon bays, tries to load into the wrong weapon module, IE when I'm sitting on energy weapon it tries to load the lenses into the atmosphere bay instead, and fails.

Edit: It seems sitting at the actual console works, command char is where the issue occurs.

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  Transfer fuel can fail and disappear
Posted by: Rockinsince87 - 10-15-2020, 12:03 PM - Forum: Prerelease Bug Reports - No Replies

If transferring fuel from one ship to another via the transfer screen, sending all units via the [Send Cargo] button, at once will fail if there is not enough room on the ship receiving the fuel. This will result in the source ship losing all it's fuel. 

Using [Send some cargo] button and entering the correct amount after doing some math will always work.

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  Ringworlds FPS drops when in First-person / Third-person.
Posted by: Zensras - 10-13-2020, 04:54 PM - Forum: Prerelease Bug Reports - Replies (3)

For the past several weeks,  I've noticed that certain arcs have massive framerate drops to the point that movement is an issue.  I'm not sure if it Hazeron trying to render multiple arcs that have large amounts of vegetation at the same time or something else. It makes colonization pretty bad for people who like to fly/glide around and work on buildings.

Turning down settings does absolutely nothing and cutting vegetation in the local from area doesn't help either.   Getting into a ship and looking into a corner brings the framerate back up.

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  Game freezes upon opening construction menu
Posted by: Kosgev - 10-13-2020, 03:44 PM - Forum: Closed Bug Reports - Replies (17)

Hazeron freezes upon opening construction menu (F11) when attempting to load the blueprints.

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